GLSL built-in function

radians()

Converts an angle from degrees to radians, the unit that sin, cos and the other trigonometric functions expect.

Demo version: GLSL ES 1.00 / WebGL 1Demo stage: Fragment

Syntax

float radians(float degrees)
vec2 radians(vec2 degrees)
vec3 radians(vec3 degrees)

Parameters

degrees
The angle in degrees (360 is one full turn).

Return value

The angle in radians: degrees * PI / 180.

Live example

Edit the code and the preview updates as you type.

How it works

Shaders measure angles in radians, where a full turn is about 6.2831 (2 * PI) instead of 360. Most people think in degrees, so radians does the conversion:

degreesradians(degrees)
0.00.0
90.01.5708
180.03.1416
360.06.2831

The example writes the rotation angle in degrees, swinging between 0 and 90, and converts it with radians before building the rotation matrix.

Typical uses

  • Readable angles: rotate(radians(30.0)) says "30 degrees" more clearly than rotate(0.5236).
  • Field of view: camera code often stores the field of view in degrees and converts it once.

Common mistakes

  • Converting twice. If an angle already comes from atan or u_time, it is already in radians.
  • Writing integer literals: radians(90.0), not radians(90).

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